<?php
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$xhtml = array(
	'<{title}>' => '<code>palette</code> will be built into <code>alchemy</code>',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2018/08/03.jpg" alt="Construction continues" class="framed-centred-image" width="649" height="480"/>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			If only selfishness and selflessness actually did control the weather!
			Maybe then, people would learn to do the right thing more often.
		</p>
		<p>
			Oh, wait.
			Some forms of selfishness <strong>*do*</strong> impact the weather.
			The fossil fuel companies push their fuels in the name of greed, and people burn them, often out of laziness (they don&apos;t want to peddle their bikes) or also out of greed (they don&apos;t want to invest in a more-expensive electric car).
			It&apos;s causing climate change, but that doesn&apos;t stop people from continuing what they&apos;re doing.
			I guess people (both citizens and businesspeople) don&apos;t learn from the results of their actions as well as the giant in the story you read.
		</p>
		<p>
			I agree though that there&apos;s no good reason to allow children in your garden.
			They can play elsewhere.
			First of all, your garden is private property.
			But also, children are often reckless.
			They&apos;ll injure your crops so your harvest won&apos;t be as good.
		</p>
		<p>
			I&apos;m not really a fan of snow, myself.
			It&apos;s cold.
			It&apos;s wet.
			It&apos;s a pain to bike through.
			I do enjoy wind though, and certainly wouldn&apos;t consider it in any way &quot;evil&quot;, unless it was tornado-level strong wind.
		</p>
		<p>
			I agree on the point of religion, as well.
			It&apos;s often used to emphasise a moral, but it&apos;s unnecessary.
			When that&apos;s done, I often feel it often dilutes the moral.
			It often binds the moral to that particular religion, when it otherwise would apply pretty universally.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<p>
		In a previous version of my plans for <code>alchemy</code>, each alchemic mod was limited to having only alchemic items made from the same number of elements.
		At the time, I was working with twenty-three elements, so there was going to be a set of mods that had a total of twenty-three alchemic items.
		With so few, I planned to make this set include only a single mod.
		Between the fact that this single one-item-alchemy mod could simply be left uninstalled by server administrators that didn&apos;t like it and the fact that I had no idea how to pull off one-item alchemy, I developed plans for a set of maguffins.
		If you merged enough one-item alchemy results of the same type, you&apos;d get a rare node comparable to the PB&amp;J Pup from back before that was removed from the game.
		I mean, what else could I make from a single item?
		It couldn&apos;t be too much better than the single item that went into it, but it had to be good enough for there to be a reason to convert to the new item in the first place.
	</p>
	<p>
		The new timeline for progress ruined that.
		I had the maguffins in the code anyway, but I removed them a day or two ago.
		Instead, I replaced them with new items that weren&apos;t really better than their single ingredient per se, but slightly different.
		The plan was to use these items in my recipes instead of the default items, mostly just as an excuse for them to be good for something.
		It dawned on me today though that this means I need to come up with a better form of cotton, seeing as cotton is one of the elements.
		I&apos;ve got that, in the form of the <code>palette</code> mod.
		I guess I won&apos;t use that code to replace the default cotton and dye system after all.
		It&apos;ll set up a separate, parallel cotton system.
	</p>
	<p>
		There&apos;ll be way too many colourful base items to put them all in the same mod.
		It doesn&apos;t make sense to put the colour engine in a specific one of the colourful alchemic mods and not the others, but it also would be wasteful of resources to put it in all of them.
		What this means is that the colour engine will end up being put in the main <code>alchemy</code> mod.
		It&apos;ll be a hidden feature of <code>alchemy</code> that&apos;ll foreshadow the cotton-based alchemic mods.
	</p>
</section>
END
);
